【山河社稷图】编队加职能 调副关卡恭喜获得背景层级
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@ -635,6 +635,8 @@ function this.SingleHeroDataShow(_go, _heroData)
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local icon=Util.GetGameObject(go, "icon"):GetComponent("Image")
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local lv= Util.GetGameObject(go, "lv/Text"):GetComponent("Text")
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local pro= Util.GetGameObject(go, "proIcon"):GetComponent("Image")
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local pos= Util.GetGameObject(go, "posIcon"):GetComponent("Image")
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Util.GetGameObject(go, "posIcon"):SetActive(this.curFormationIndex == FormationTypeDef.FIGHT_LEVEL)
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local starGrid = Util.GetGameObject(go, "star")
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local yuanImage = Util.GetGameObject(go, "yuanImage")
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local choosedObj = Util.GetGameObject(go, "choosed")
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@ -654,6 +656,7 @@ function this.SingleHeroDataShow(_go, _heroData)
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end
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pro.sprite= Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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pos.sprite = Util.LoadSprite(heroData.professionIcon)
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SetHeroStars(starGrid, heroData.star,1,Vector2.New(30,30),-8)
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--血量显示
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local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
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@ -161,10 +161,10 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
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end
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heroData.profession = _configData.Profession
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heroData.ProfessionResourceId = _configData.ProfessionResourceId
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if GetJobSpriteStrByJobNum(_configData.Profession) then
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heroData.professionIcon = GetJobSpriteStrByJobNum(_configData.Profession)
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if GetHeroPosStr(_configData.Profession) then
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heroData.professionIcon = GetHeroPosStr(_configData.Profession)--GetJobSpriteStrByJobNum(_configData.Profession)
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else
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heroData.professionIcon = GetJobSpriteStrByJobNum(1)
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heroData.professionIcon = GetHeroPosStr(1)--GetJobSpriteStrByJobNum(1)
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end
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heroData.name = GetLanguageStrById(_configData.ReadingName)
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heroData.property = _configData.PropertyName
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@ -312,7 +312,7 @@ function this.ShowBattleResultByFightLevelAssistantType(drop)
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this:ClosePanel()
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-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
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end
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end)
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end,nil,true,true)
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elseif curBattlefightLevelData.state == 1 then
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UIManager.OpenPanel(UIName.RewardItemPopup,HardStageFightResponseMsg.drop, 1,function(isBackBattle)--isBackBattle true时 为回放不走回调
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if not isBackBattle then
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